Flanking Maneuver at Bir Hakeim

Flanking Maneuver at Bir Hakeim

scenario_FlankingManeuver_start

“Now let me tell you about that flanking maneuver at Bir Hakeim—a real brawl in the North African sands back in May and June of ‘42. Rommel was out there with his Panzers, trying to outfox and outflank the whole Allied line, and he found that weak spot right at Bir Hakeim.

But the Free French, under General Leclerc, they weren’t about to roll over and die. Hell no! Those boys dug in, held their ground, and fought like hell. Rommel’s men swung around the flanks with tanks and firepower, but the French held on—courage, grit, and a lot of lead flying every which way.

When the walls closed in, those Free French didn’t surrender. They broke out—fighting their way out of that trap like men possessed, slipping through the enemy’s fingers and living to fight another day.

So here’s the lesson, boys—a good flank can break an army, but a fighting spirit can break the odds. Those Free French showed the world what it means to hold your ground and punch your way out when you’re surrounded. That’s how you do it!”

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

3

Conditions:

Desert

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign

Codename

Summary:

The Axis have a superior force against the British in this scenario. But the British are defended by a series of sandbagged infantry, and another set hidden behind mines and wire rolls. The Bir Hakeim Oasis provides medical relieft and restoration to Allied troops, just like a Medics and Mechanics card. So this adds an interesting element to the game.

Objectives:
Five hexes, plus the Axis have two hexes with Medal Objectives plus a set of Exit Hexes to go for.

Battlefield:
Open desert with one three hex berm cutting an an agnel in the center section. There is also a large minefiled on the Allies right blank, laid by the Allies.

Troops:
British – 7 Infantry, 2 Armor, and 1 Artillery. British troops are guarded by sandbags and mines.
Axis – 7 Infantry, 6 Armor, and 1 Artillery

Allied Strategy:

1. First moves: Your infantry behind the minefield will quickly be under attack from the enemey armor. Be prepared with a response. Also your armor is kind of out of the action at the start of the scenario, so get them up onto some berms to be prepared to attack the enemy. Recognize that you will get attacked by enemy armor, but it will be from a position of strength.

2.  Keep your infantry behind the sandbags as long as you can. They are preventing the enemy from getting access to the Exit hexes.

Axis Strategy:

1. As the Axis commander it is your job to locate where you will gain the five VP’s for this scenario. Many of the Allied infantry are sandbagged up on dunes, and it will be a slow slog to pick them off with your armor. But the infantry behind the minefield is more availble. There is one in a bunker and then two unprotected. But watch out as one of those infantry units is actually an Anti-tank Gun which can hit Armor with grenades, armor, and stars on the dice roll. So you may be able to get two possibly three units from your left flank. The other two VP’s will have to come from enemy armor, two units, or one armor and one infantry perhaps.

2. If the cards warrant it, try to concentrate your forces in the center section so that you can quickly respond to needs in either flank.

3. You have an artillery; use it. If you move it foward one row, the sand-bagged infantry will be within your two-dice bombardments.

4.  There are three Exit Markers available to you.  Occasionally, with the right set of cards, a commander may be able to force one or two units out the door. But this can come at a cost as you must pass heavily entrenched enemy forces to do so.

Classic Battle Reports:

(percentage of Allied victories)

31%

27
BR - Flanking

Author:

Days of Wonder

URL

Escape via the Coastal Road

Escape via the Coastal Road

In May of ’40, the Germans came roaring into France, and the Allies—Brits, French, and Commonwealth alike—were staring down the barrel of encirclement. So they fell back, fighting tooth and nail toward Dunkirk. One lifeline was that damned coastal road, hugging the Channel, choked with men, guns, and danger at every turn. It was no pleasure cruise—enemy fire, chaos, and desperation were the order of the day. But by God, they held on long enough for Operation Dynamo to haul over 330,000 soldiers out of the trap and back to Britain, ready to fight another day.
~~ General Howitzer

6 VP’s

Card Balance:

5 – 5

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign:

Dunkirk Evacuation

Codename:

Operation Dynamo

Summary:
The Escape scenario is a race to the edge, to either escape or prevent escape. If the Allies can prevent the Axis from getting through the gaps in the escarpment, they can win easily. But if the Axis can move fast enough, and get in front of the Allied troops, they will have the time they need to bring in the rest of the armor and pound the enemy into the dust before they can escape via the Coastal Road.

Objectives:
Six VP’s, combined with the escape hexes on the edge for the Axis.

Battlefield:
Desert, divided in half by an escarpment with three gaps in it.

Troops:
Allies – 10 Infantry, 1 Armor, 1 Artillery
Axis – 6 infantry, 5 Amor

Allied Strategy:

1. For Allies, it is all about providing a protected retreat. Take advantage of the easy VP’s gained by escaping out of the exit markers. The unprotected left exit will be the easiest course of action. Use your tanks to protect your escape, by holding off the Axis long enough to go. Fortunately, the Axis armor has to make it way through the escarpments. This slows down their advance and their ability to mass against the Allies. If you can block entrance through an escarpment with a combination of infantry and armor, it may provide enough tie for the rest of the troops to escape to the left.

2.  The right exit is heavily defended by sandbagged infantry, so don’t attack that unless you have overwhelming force.

Axis Strategy:

1. The goal is to get through the escarpments with your armor as quickly as possible and begin attacking the escaping troops.

2. If you can get an armor unit to sit on the unguarded exit marker to block the exit to your right, you will be in a position to pound the Allied infantry into dust with the rest of your armor.

Classic Battle Reports:

(percentage of Allied victories)

52%

19
BR - Coastal

Author: 

Days of Wonder

Link:

Matanikau River (Guadalcanal)

Matanikau River

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The battle near the Matanikau River in 1942 was a key engagement during the Guadalcanal Campaign in the Pacific Theater of World War II. It involved several clashes between the United States Marines and Imperial Japanese forces as the Marines sought to secure their perimeter around Henderson Field, a critical airstrip on Guadalcanal.

Listen up. September to November ’42, the Matanikau was the hinge of Guadalcanal. The enemy tried to shove our Marines into the sea; our answer was simple—cross the river, hit hard, and keep hitting. We used infantry up front, artillery and naval guns on call, and fighters overhead to hammer every position that dared resist. Result: their strength bled away, our foothold stiffened, and the initiative swung to us. Lesson—seize the crossing, smash the flank, keep air on the target, and don’t stop until the island is yours.

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 6

Japanese – 6

Complexity:

3

Conditions

Location:

Guadalcanal

Year:

1942

Theater:

Pacific Theater

Campaign

Summary:

This scenario is pretty much an infantry battle with a bit of artillery support.

Objectives:

Five VP’s, plus Exit hexes

Battlefield:

The Matanikau River cuts across the battlefield and presents a challenge for both forces as they try to maneuver and attack one another. And there are series of beach hexes along one flank which provides a rapid transit path for attacks.

Troops:

Allies – Infantry 7, Artillery 3

Axis – 10 Infantry, 2 Armor, 2 Artillery

Allied Strategy:

1.  Your forces are outnumbered by the Japanese, so unless you have the cards for it, stay behind the sandbags.

2.  You have three artillery, so use them whenever you can.

3.  Protect the backrow from any Japanese forces that may try to escape.

4.  Remember that as Marines, you get the ‘Gung Ho’ advantage, so every section card allows you to move one extra unit than the card states. Remember that advantage, and use it – you will need it.

Axis Strategy:

1.  You have a strong presence on the right flank. If you get the cards, you should push forward and take control.

2.  If you are able to advance all the way across the battlefield, you may be able to help some troops escape.

3.  You have armor and the Allies do not, so move them in and make them feel your firepower!  Armor are good candidates for escape across the back line. So if you move in close, you may be able to attack and then escape.

4.  You also have two artillery, so if you can move them forward,  you will be able to throw 2D attacks across the river.

Battle Reports (percentage of Allied victories):

67%

19
BR - Matankau

Author:

Days of Wonder

Link:

Bloody Ridge

Bloody Ridge

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September 1942—Guadalcanal. The place? A godforsaken jungle. The mission? Hold Henderson Field—or lose the whole damn island.

The Japanese came in hard, full of fire and fury, dead set on taking back that airstrip. And standing in their way? A thin line of Marine Raiders and the 1st Marine Division, led by Colonel Merritt Edson—a man who knew how to fight.

They dug in on that ridge near the field, and when the sun went down, hell lit up. The enemy came in waves, screaming, charging, trying to break our line with steel and guts. But Edson’s boys? They didn’t break. They held, bled, and threw everything back in the enemy’s face.

For three nights it was chaos—bayonets, grenades, bullets in the dark. But when the smoke cleared, Henderson was still ours, and the ridge was soaked in blood—American and Japanese alike. That hill earned a new name—“Bloody Ridge”—and it damned well deserved it.

That stand turned the tide on Guadalcanal. It proved that the Japanese could be stopped. It proved that when the enemy thinks we’ll break—we dig in deeper.

That’s the kind of fight I respect—outnumbered, outgunned, and still coming out on top.

~~ General Howitzer

6 VP’s

Card Balance:

5 – 5 

Complexity:

2

Conditions:

Jungle

Context:

Historical

Location:

Guadalcanal

Year:

1942

Theater:

Pacific Theater

Campaign

Summary
Bloody Ridge has a large series of hills in the center of the battlefield, occupied by the Marines who are defending against a vast hoard of Japanese attackers.

Objectives:
6 VP’s, plus the Japanese can target two hexes at the top of the battlefield representing Henderson field as Objective Medals.

Battlefield:
Jungle with a series of bluffs in the center, controlled by the Marines.

Troops:
Marines, 10 infantry, 1 artillery
Japanese, 12 infantry, 1 artillery

Allies:

1.  One advantage you have as Allies is your artillery which is placed in the center of the battlefield, straddling the left and center sections.

2. Because the Marines are out-numbered, and behind sandbags, they have a primarily in a defensive role in this game, unless the cards cooperate. So do not rush out of your protection unless given a good reason by the cards and circumstances. And that’s an order!

3.  Because of the Seishin Kyoiku Doctrine, and the Banzai War Cry, you positively need to hit every full-power enemy hex unit at least once.  This will reduce their attack from the super-powered 4D attack.  If not, they will overwhelm your forces.

Axis:

1. The Japanese have a numerical advantage. This fact, combined with the principles of Seishin Kyoiku, and the Banzai War Cry mean that you should rush forward as quickly as possible while your infantry units are still fully intact to get the extra attack dice provided.

2. You have an advantage on your left flank with your artillery and infantry. That is your probably best forward option. Watch out for the Marine artillery on your right flank.  

13
BR - Bloody Ridge

Author.

URL

Battle of Kalatch

Battle of Kalatch

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The Battle of Kalach (August 8–11, 1942) was a significant engagement on the Eastern Front during Operation Blue, the German summer offensive aimed at capturing the oil-rich Caucasus and Stalingrad. The battle occurred near the town of Kalach (now Kalach-na-Donu), located west of Stalingrad.

German forces, primarily from the 6th Army, clashed with Soviet troops in an attempt to secure critical crossings over the Don River. The Germans aimed to encircle Soviet forces defending the area and advance toward Stalingrad. Despite stiff resistance, the Soviets were forced to retreat across the river after suffering heavy casualties. The German victory at Kalach cleared the way for their advance on Stalingrad, where the subsequent battle would become a turning point of the war.

While a tactical success for the Germans, the battle highlighted the growing determination of Soviet forces and set the stage for the eventual encirclement of the 6th Army during the Battle of Stalingrad later in 1942.

General Howitzer summarizes this battle’s significance:
The Germans may have won the ground, but they missed the bigger picture—those Soviet boys weren’t breaking, they were digging in. This fight lit the fuse that would blow the 6th Army to hell at Stalingrad. You can win a battle and still lose the war if you don’t see what’s coming.

~~ General Howitzer

6 VP’s

card

Card Balance:

Allies – 4

Axis – 5

Complexity:

3

Conditions:

Countryside

countryside

Location:

Russia

Year: 

1942

Theater:

Eastern Front

Campaign:

Codename:

Operation Blue

Summary:

This scenario begins with half of the Russian forces stuck behind an impassable river with only a single bridge from which to advance. At the same time, one third of the German forces are stuck in the corner.

Objectives: 6 Medals, including the town of Dobrinka as a temporary territorial medal for the Axis

Terrain:

Mostly open countryside with a few forests and hills. There are two rivers with bridges behind which many forces for each side are stuck.

Troops:

Allies – 3 Infantry, 6 Armor

Axis – 3 Infantry, 6 Armor

medal allies

Allies:

1.  If you want to defend your units around the town of Dobrinka and the accompanying medal, you will need to get your forces moved forward very quickly. Many of them are stuck behind the Le Don river, so you will need to cross the bridge with your armor quickly.

2.  Move your armor on your right flank into the center, to defend your other center section armor which is behind the Le Don River and will need some protection until they do so.

 3.  About the only way to win this scenario is to get your armored forces out from behind the Le Don river.  Make it your first priority, before attacking the enemy, no matter how tempting, to get your forces into play. You each of six Armor units, but with three of yours stuck behind the river, and backed up against the border wall, they are as good as sitting ducks.  Get them across the bridge ASAP!

 

medal axis

Axis:

1. Historically, the Axis executed a pincer move from both sides. You will have to get your forces across the bridge of the Le Tchir River as rapidly as possible. 

2.  The natural focus for your first attack is of course the two Allied infantry units defending the town of Dobrinka.

3.  The Allies have two Armor units up against the border at columns J and I.  If you can get your Armor up there in time, you can smash them against the wall. Six dice on average will give you an extra hit for each flag.  It is a very quick way to take out that half of the battle forces. 

 

19
BR - Kalatch

Author.

URL

1st Armored to the Rescue

1st Armored to the Rescue

Back in May of ’42, out in that godforsaken sandbox they call North Africa, the British under General Ritchie were getting their clocks cleaned by that desert fox Rommel. That son of a gun was no slouch—he came flanking hard near the Gazala Line, punching through like a knife through warm butter.

So what do they do? They throw in the 1st Armoured Division to stop the bleeding. Good men, tough tanks—but they went up against a well-oiled machine. Rommel’s boys had coordination, momentum, and those damn Panzers that could turn faster than ours and hit harder too.

The Brits fought like hell, but their tanks were choking on dust, breaking down, and couldn’t take a hit like the German steel. The result? A tactical retreat that turned into a full-on fall of Tobruk—a damn tough loss for the Allies.

But here’s the lesson, and you’d better believe I paid attention: in desert warfare, you don’t win with brute strength alone. You win with mobility, logistics, and bringing everything—armor, air, and artillery—to bear in perfect harmony. That’s how you beat a fox like Rommel.

We may have taken a hit there—but it lit a fire under us. And that fire led us straight to victory later on.

~~ General Howitzer

5 VP’s

Card Balance:
Allies – 5
Axis – 6

Complexity

2

Conditions

Desert

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign

Context:

Historical

Summary:

1st Armored is a wide open tank battle with a road running at an angle through the field. Any units of either side could escape of the field via the road. This adds a strategic movement element to the armored battle.

Objectives:

5 VP’s, plus each side has an escape hex at the end of the road.

Battlefield:

Desert battlefield with a road angling through from one corner to the other, surrounded by various sand dunes.

Troops:

Allies – 5 Infantry, 6 Armor

Axis – 4 Infantry, 6 Armor, 2 Artillery

Allied Strategy:

1.  Big picture is that historically the British lost this due to mobility and coordination factors with their forces (besides being outgunned by the Axis Artillery).  So with the Artillery on the flanks, you will need to focus your efforts in the central section, where at least the two guns have a bit less impact.

2. You have two units that begin the scenario in a no-retreat position. Get those dispersed as soon as you can.

Axis Strategy:

1.  The Axis have two artillery which you may not be able to use until the tank battles cool down a bit.

2.  With your armor mobility, you want to strike first and strike hard.

3.  The British have a few units with no retreat, such as the armor at I5, and the infantry at D3.  If you can attack those before the forces move, you can get some quick wins.

DoW Battle Reports: 28%
(Percentage of Allied Victories)

28
BR - 1st Armored

Author:
Days of Wonder

Link: